good start. u should think bout how it works like. wut type of ammo. how to reload it. maybe some moving parts would be great too. in the end it will help sell the model.
those sketches are not official and looking at your movie screen caps they are inaccurate. you could use them as a base then adjust your model after the real thing.
I definitely need help on this gun. I've been baking down to my lowpoly..and i'm getting all of these weird normal issues that i've never really had before. Maybe i'm messing up some settings or something.
Hey Wes here are some suggestions for cleaning this model up. Dont know your exact baking error but these are some things i think you should fix first.
Green means chamfer. Its only done on places with low geo and places you want to catch highlights and help your smoothing groups for normals.
Red means remove geo. Your cylinders seem really heavy on the geo when it dosnt help the shilhouete at all. Or its to small to be worth the 20 sided cylindar.
It also seems like you tapered off some of the cylinders as they got smaller like on the front two piston things but not on any of the rest.
EDIT: how dose this guy look from first person mode? I know you didnt design the gun but it would be an added plus if it looked great from that view too.
I used to get all sorts of weird little errors like this when I first started doing high > low using Max to generate my maps. Swapping over to use xNormals cleaned up at least 60% of those from the get go (Call it lack of experience with the cage or whatever, but xNormals works a hell of a lot better for me).
The other thing I would do, and I'm assuming you're doing this but just in case, break the mesh down into it's main elements and bake each one individually.
I tend to go with what HAL said over Anthony and use smoothing groups instead of chamfers, just make sure you don't have any near 90 degree intersections wrapped into the same shell, it can cause issues and weird smoothing errors.
Replies
i'll post some up when i've finished the highpoly.
Here's the finished Highpoly. I'm going to start on the Lowpoly.
Show em textures man!
http://www.j6x2.com/2009/09/15/district-9-gun-2/
very stout.
Any help?
I know you modeled this in Max but
Is it being baked in Xnormal?
Cage? No Cage?
Overlapping where?
Whats your LP look like?
Smoothing Groups?
there is a cage
no overlapping
and with smoothing groups, i usually put each piece on it's own smoothing group unless there's a 90 degree angle or more
here's the LP
Green means chamfer. Its only done on places with low geo and places you want to catch highlights and help your smoothing groups for normals.
Red means remove geo. Your cylinders seem really heavy on the geo when it dosnt help the shilhouete at all. Or its to small to be worth the 20 sided cylindar.
It also seems like you tapered off some of the cylinders as they got smaller like on the front two piston things but not on any of the rest.
EDIT: how dose this guy look from first person mode? I know you didnt design the gun but it would be an added plus if it looked great from that view too.
At least from my experience this will result in a way easier mesh to unwrap.
Also clean up that mess at the indent you have there Oo
The other thing I would do, and I'm assuming you're doing this but just in case, break the mesh down into it's main elements and bake each one individually.
I tend to go with what HAL said over Anthony and use smoothing groups instead of chamfers, just make sure you don't have any near 90 degree intersections wrapped into the same shell, it can cause issues and weird smoothing errors.